/
workflow.go
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/
workflow.go
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package workflow
import (
"context"
"encoding/json"
"errors"
"fmt"
"io"
"sort"
"sync"
"github.com/airbusgeo/geocube-ingester/catalog"
"github.com/airbusgeo/geocube-ingester/common"
db "github.com/airbusgeo/geocube-ingester/interface/database"
"github.com/airbusgeo/geocube-ingester/service/log"
"github.com/airbusgeo/geocube/interface/messaging"
)
type Workflow struct {
db.WorkflowDBBackend
dbmu sync.Mutex
sceneQueue messaging.Publisher
tileQueue messaging.Publisher
catalog *catalog.Catalog
}
func NewWorkflow(db db.WorkflowDBBackend, sceneQueue, tileQueue messaging.Publisher, catalog *catalog.Catalog) *Workflow {
return &Workflow{
WorkflowDBBackend: db,
sceneQueue: sceneQueue,
tileQueue: tileQueue,
catalog: catalog,
}
}
func (wf *Workflow) FailTile(ctx context.Context, tile db.Tile, tx db.WorkflowTxBackend) error {
lg := log.Logger(ctx).Sugar()
var ptile db.Tile
var err error
if tile.PreviousID != nil {
var sceneStatus common.Status
ptile, sceneStatus, err = wf.Tile(ctx, *tile.PreviousID, true)
if err != nil {
return fmt.Errorf("get previous tile: %w", err)
}
if ptile.Status == common.StatusFAILED {
return fmt.Errorf("previous tile is %s", ptile.Status)
}
if sceneStatus == common.StatusFAILED {
return fmt.Errorf("previous scene is %s", sceneStatus)
}
}
// Update tile
if err := tx.UpdateTile(ctx, tile.ID, common.StatusFAILED, &tile.Message, true); err != nil {
return fmt.Errorf("FailTile.%w", err)
}
//update previous of dependants
bids, err := tx.UpdateNextTilesPrevId(ctx, tile.ID, tile.PreviousID)
if err != nil {
return fmt.Errorf("FailTile.%w", err)
}
// If root tile, update reference
if tile.ReferenceID == nil && len(bids) != 0 {
if err = tx.UpdateRefTiles(ctx, tile.ID, bids[0]); err != nil {
return fmt.Errorf("FailTile.%w", err)
}
}
var publishes [][]byte
idsToMarkPending := []int{}
for _, bid := range bids {
ctile, sceneStatus, err := tx.Tile(ctx, bid, true)
if err != nil {
return fmt.Errorf("get tile %d: %w", bid, err)
}
if ctile.Status != common.StatusNEW {
return fmt.Errorf("child tile %d status %s", bid, ctile.Status)
}
if sceneStatus == common.StatusDONE {
idsToMarkPending = append(idsToMarkPending, ctile.ID)
lg.Infof("queueing tile %s/%s", ctile.Scene.SourceID, ctile.SourceID)
prepublish, err := wf.prepublishTile(ctx, ctile.Tile, &ptile.Tile, ctile.ReferenceID)
if err != nil {
return fmt.Errorf("FailTile.%w", err)
}
publishes = append(publishes, prepublish)
}
}
if err = tx.SetTilesStatus(ctx, idsToMarkPending, common.StatusPENDING); err != nil {
return fmt.Errorf("FailTile[%v].%w", idsToMarkPending, err)
}
// Publish
if err = wf.tileQueue.Publish(ctx, publishes...); err != nil {
return fmt.Errorf("FailTile: failed to publish: %w", err)
}
return nil
}
func (wf *Workflow) RetryTile(ctx context.Context, tile db.Tile) error {
var ptile db.Tile
if tile.PreviousID != nil {
var err error
if ptile, _, err = wf.Tile(ctx, *tile.PreviousID, true); err != nil {
return fmt.Errorf("get previous tile: %w", err)
}
if ptile.Status != common.StatusDONE {
return fmt.Errorf("cannot retry tile when previous is %s", ptile.Status)
}
}
lg := log.Logger(ctx).Sugar()
err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
if err := tx.UpdateTile(ctx, tile.ID, common.StatusPENDING, nil, false); err != nil {
return err
}
lg.Infof("retrying tile %s/%s", tile.Scene.SourceID, tile.SourceID)
publish, err := wf.prepublishTile(ctx, tile.Tile, &ptile.Tile, tile.ReferenceID)
if err != nil {
return err
}
return wf.tileQueue.Publish(ctx, publish)
})
if err != nil {
return fmt.Errorf("RetryTile.%w", err)
}
return nil
}
func (wf *Workflow) FinishTile(ctx context.Context, tile db.Tile) error {
lg := log.Logger(ctx).Sugar()
scenes := map[int]db.Scene{
tile.Scene.ID: {Scene: tile.Scene},
}
err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
var publishes [][]byte
if err := tx.UpdateTile(ctx, tile.ID, common.StatusDONE, nil, false); err != nil {
return err
}
// Update next tiles
nextTiles, scenesID, err := tx.UpdateNextTilesStatus(ctx, tile.ID, common.StatusNEW, common.StatusDONE, common.StatusPENDING)
if err != nil {
return err
}
// Start next tiles
for i, nextTile := range nextTiles {
sc, err := tx.Scene(ctx, scenesID[i], &scenes)
if err != nil {
return fmt.Errorf("Tile[%d]Scene[%d].%w", nextTile.ID, scenesID[i], err)
}
nextTile.Scene = sc.Scene
lg.Infof("queueing tile %s/%s", nextTile.Scene.SourceID, nextTile.SourceID)
prepublish, err := wf.prepublishTile(ctx, nextTile.Tile, &tile.Tile, nextTile.ReferenceID)
if err != nil {
return err
}
publishes = append(publishes, prepublish)
}
// Publish
return wf.tileQueue.Publish(ctx, publishes...)
})
if err != nil {
return fmt.Errorf("FinishTile.%w", err)
}
return nil
}
func (wf *Workflow) UpdateTileStatus(ctx context.Context, id int, status common.Status, message *string, force bool) (bool, error) {
lg := log.Logger(ctx).Sugar()
wf.dbmu.Lock()
defer wf.dbmu.Unlock()
tile, sceneStatus, err := wf.Tile(ctx, id, true)
if err != nil {
if errors.As(err, &db.ErrNotFound{}) {
lg.Errorf("update: %v", err)
return false, nil
}
return false, fmt.Errorf("UpdateTileStatus: %w", err)
}
if message != nil {
tile.Message = *message
}
lg.Infof("update tile status %s/%s: %s->%s (%s)", tile.Scene.SourceID, tile.SourceID, tile.Status, status, tile.Message)
if force {
switch status {
case common.StatusDONE:
tile.Status = common.StatusDONE
err = wf.FinishTile(ctx, tile)
case common.StatusRETRY, common.StatusNEW:
tile.Status = status
err = wf.UpdateTile(ctx, id, status, &tile.Message, false)
case common.StatusPENDING:
tile.Status = common.StatusPENDING
err = wf.RetryTile(ctx, tile)
case common.StatusFAILED:
tile.Status = common.StatusFAILED
err = db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
return wf.FailTile(ctx, tile, tx)
})
}
return err == nil, err
}
if tile.Status == status {
lg.Warnf("update tile %d: status already %s", id, status)
return false, nil
}
switch tile.Status {
case common.StatusPENDING:
switch status {
case common.StatusDONE:
tile.Status = common.StatusDONE
err = wf.FinishTile(ctx, tile)
case common.StatusRETRY:
tile.Status = common.StatusRETRY
if err := wf.UpdateTile(ctx, id, common.StatusRETRY, &tile.Message, false); err != nil {
return false, fmt.Errorf("update retry/fail status: %w", err)
}
case common.StatusFAILED:
tile.Status = common.StatusFAILED
err = db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
return wf.FailTile(ctx, tile, tx)
})
default:
log.Logger(ctx).Sugar().Errorf("cannot update tile %d status %s->%s", id, tile.Status, status)
return false, nil
}
case common.StatusRETRY:
switch status {
case common.StatusDONE:
tile.Status = common.StatusDONE
err = wf.FinishTile(ctx, tile)
case common.StatusPENDING:
//sanity check
if sceneStatus != common.StatusDONE {
return false, fmt.Errorf("cannot retry tile with scene status %s", sceneStatus)
}
tile.Status = common.StatusPENDING
err = wf.RetryTile(ctx, tile)
case common.StatusFAILED:
tile.Status = common.StatusFAILED
err = db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
return wf.FailTile(ctx, tile, tx)
})
default:
lg.Errorf("cannot update tile %d status %s->%s", id, tile.Status, status)
return false, nil
}
default:
lg.Errorf("cannot update tile %d status %s->%s", id, tile.Status, status)
return false, nil
}
return err == nil, err
}
func (wf *Workflow) Dot(ctx context.Context, aoi string, out io.Writer) error {
fmt.Fprintf(out, "digraph %s {\n", aoi)
defer fmt.Fprintf(out, "}\n")
scenes, err := wf.Scenes(ctx, aoi)
if err != nil {
return err
}
sort.Slice(scenes, func(i, j int) bool { return scenes[i].ID < scenes[j].ID })
for _, sc := range scenes {
fmt.Fprintf(out, "s%d [label=\"%s\\n(id=%d)\" shape=box color=%s];\n", sc.ID, sc.SourceID, sc.ID, sc.Status.Color())
}
for _, sc := range scenes {
tiles, err := wf.Tiles(ctx, "", sc.ID, "", false)
if err != nil {
return err
}
sort.Slice(tiles, func(i, j int) bool { return tiles[i].ID < tiles[j].ID })
for _, tile := range tiles {
fmt.Fprintf(out, "t%d [label=\"%s\\n(id=%d)\" color=%s];\n", tile.ID, tile.SourceID, tile.ID, tile.Status.Color())
}
}
for _, sc := range scenes {
tiles, err := wf.Tiles(ctx, "", sc.ID, "", false)
if err != nil {
return err
}
istyle := ""
if sc.Status != common.StatusDONE {
istyle = " style=dotted"
}
for _, tile := range tiles {
tstyle := ""
if tile.Status != common.StatusDONE {
tstyle = " style=dotted"
}
fmt.Fprintf(out, "s%d -> t%d [color=gray%s];\n", sc.ID, tile.ID, istyle)
if tile.PreviousID != nil {
fmt.Fprintf(out, "t%d -> t%d%s;\n", *tile.PreviousID, tile.ID, tstyle)
}
}
}
return nil
}
func (wf *Workflow) FinishScene(ctx context.Context, scene db.Scene) error {
lg := log.Logger(ctx).Sugar()
scenes := map[int]db.Scene{scene.ID: scene}
var publishes [][]byte
scene.Status = common.StatusDONE
err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
// Update scene status
if err := tx.UpdateScene(ctx, scene.ID, common.StatusDONE, nil); err != nil {
return err
}
// Publish root tiles of the scene
tiles, err := tx.UpdateSceneRootTilesStatus(ctx, scene.ID, common.StatusNEW, common.StatusPENDING)
if err != nil {
return err
}
for _, tile := range tiles {
tile.Scene = scene.Scene
lg.Infof("queueing root tile %s/%s", tile.Scene.SourceID, tile.SourceID)
prepublish, err := wf.prepublishTile(ctx, tile.Tile, nil, nil)
if err != nil {
return err
}
publishes = append(publishes, prepublish)
}
// Publish other tiles if prev tile is done
ctiles, ptiles, pscenesID, err := tx.UpdateSceneTilesStatus(ctx, scene.ID, common.StatusNEW, common.StatusDONE, common.StatusPENDING)
if err != nil {
return err
}
for i, ctile := range ctiles {
ctile.Scene = scene.Scene
sc, err := tx.Scene(ctx, pscenesID[i], &scenes)
if err != nil {
return fmt.Errorf("get tile %d scene %d: %w", ctile.ID, pscenesID[i], err)
}
ptiles[i].Scene = sc.Scene
lg.Infof("queueing tile %s/%s (parent %s/%s)", ctile.Scene.SourceID, ctile.SourceID, ptiles[i].Scene.SourceID, ptiles[i].SourceID)
prepublish, err := wf.prepublishTile(ctx, ctile.Tile, &ptiles[i].Tile, ctile.ReferenceID)
if err != nil {
return err
}
publishes = append(publishes, prepublish)
}
//Publish
return wf.tileQueue.Publish(ctx, publishes...)
})
if err != nil {
return fmt.Errorf("FinishScene.%w", err)
}
return nil
}
func (wf *Workflow) RetryScene(ctx context.Context, scene db.Scene) error {
lg := log.Logger(ctx).Sugar()
err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
if err := tx.UpdateScene(ctx, scene.ID, common.StatusPENDING, nil); err != nil {
return err
}
lg.Infof("retrying scene %s", scene.SourceID)
return wf.publishScene(ctx, scene.Scene)
})
if err != nil {
return fmt.Errorf("RetryScene.%w", err)
}
return nil
}
func (wf *Workflow) FailScene(ctx context.Context, scene db.Scene) error {
tiles, err := wf.Tiles(ctx, "", scene.ID, "", false)
if err != nil {
return fmt.Errorf("get tiles: %w", err)
}
//sanity check
for _, tile := range tiles {
if tile.Status != common.StatusNEW {
return fmt.Errorf("unconsistency: tile %d status %s", tile.ID, tile.Status)
}
}
err = db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
if err := tx.UpdateScene(ctx, scene.ID, common.StatusFAILED, &scene.Message); err != nil {
return err
}
for _, tile := range tiles {
if err = wf.FailTile(ctx, tile, tx); err != nil {
return err
}
}
return nil
})
if err != nil {
return fmt.Errorf("FailScene.%w", err)
}
return nil
}
func (wf *Workflow) UpdateSceneStatus(ctx context.Context, id int, status common.Status, message *string, force bool) (bool, error) {
lg := log.Logger(ctx).Sugar()
wf.dbmu.Lock()
defer wf.dbmu.Unlock()
scene, err := wf.Scene(ctx, id, nil)
if errors.As(err, &db.ErrNotFound{}) {
lg.Errorf("update: %v", err)
return false, nil
}
if message != nil {
scene.Message = *message
}
lg.Infof("update scene status %s: %s->%s (%s)", scene.SourceID, scene.Status, status, scene.Message)
if force {
switch status {
case common.StatusDONE:
err = wf.FinishScene(ctx, scene)
case common.StatusRETRY, common.StatusNEW:
err = wf.UpdateScene(ctx, id, status, &scene.Message)
case common.StatusFAILED:
err = wf.FailScene(ctx, scene)
case common.StatusPENDING:
err = wf.RetryScene(ctx, scene)
}
return true, err
}
if scene.Status == status {
lg.Warnf("update scene %d: status already %s", id, status)
return false, nil
}
switch scene.Status {
case common.StatusPENDING:
switch status {
case common.StatusDONE:
err = wf.FinishScene(ctx, scene)
case common.StatusRETRY:
err = wf.UpdateScene(ctx, id, status, &scene.Message)
case common.StatusFAILED:
err = wf.FailScene(ctx, scene)
default:
lg.Errorf("cannot update scene %d status %s->%s", id, scene.Status, status)
return false, nil
}
case common.StatusRETRY:
switch status {
case common.StatusDONE:
err = wf.FinishScene(ctx, scene)
case common.StatusPENDING:
err = wf.RetryScene(ctx, scene)
case common.StatusFAILED:
err = wf.FailScene(ctx, scene)
default:
lg.Errorf("cannot update scene %d status %s->%s", id, scene.Status, status)
return false, nil
}
default:
lg.Errorf("cannot update scene %d status %s->%s", id, scene.Status, status)
return false, nil
}
return err == nil, err
}
// IngestScene adds a new scene to the workflow and starts the processing
// Return id of the scene
func (wf *Workflow) IngestScene(ctx context.Context, aoi string, scene common.SceneToIngest) (int, error) {
wf.dbmu.Lock()
defer wf.dbmu.Unlock()
if scene.ID != 0 {
return 0, fmt.Errorf("ingestScene: scene must not have id set")
}
if len(scene.Tiles) == 0 || len(scene.Tiles) != len(scene.Data.TileMappings) {
return 0, fmt.Errorf("ingestScene: scene has no tiles")
}
// Check that the scene does not already exists
if _, err := wf.SceneId(ctx, aoi, scene.SourceID); err != nil && !errors.As(err, &db.ErrNotFound{}) {
return 0, fmt.Errorf("query scene: %w", err)
} else if err == nil {
return 0, db.ErrAlreadyExists{Type: "scene", ID: scene.SourceID}
}
err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
var err error
if scene.ID, err = tx.CreateScene(ctx, scene.SourceID, aoi, common.StatusPENDING, scene.Data); err != nil {
return err
}
for sourceID, tile := range scene.Tiles {
if _, err := tx.CreateTile(ctx, sourceID, scene.ID, tile.Data, aoi, tile.PreviousTileID, tile.PreviousSceneID, tile.ReferenceTileID, tile.ReferenceSceneID); err != nil {
return err
}
}
log.Logger(ctx).Sugar().Infof("queueing image %s", scene.SourceID)
return wf.publishScene(ctx, scene.Scene)
})
if err != nil {
return 0, fmt.Errorf("IngestScene.%w", err)
}
return scene.ID, nil
}
// UpdateSceneData update the data of a scene
func (wf *Workflow) UpdateSceneData(ctx context.Context, sceneID int, data common.SceneAttrs) error {
wf.dbmu.Lock()
defer wf.dbmu.Unlock()
if err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
return tx.UpdateSceneAttrs(ctx, sceneID, data)
}); err != nil {
return fmt.Errorf("UpdateSceneData.%w", err)
}
return nil
}
// UpdateTileData update the data of a tile
func (wf *Workflow) UpdateTileData(ctx context.Context, tileID int, data common.TileAttrs) error {
wf.dbmu.Lock()
defer wf.dbmu.Unlock()
if err := db.UnitOfWork(ctx, wf, func(tx db.WorkflowTxBackend) error {
return tx.UpdateTileAttrs(ctx, tileID, data)
}); err != nil {
return fmt.Errorf("UpdateTileData.%w", err)
}
return nil
}
func (wf *Workflow) publishScene(ctx context.Context, scene common.Scene) error {
plb, err := json.Marshal(scene)
if err != nil {
return fmt.Errorf("marshal: %w", err)
}
if err = wf.sceneQueue.Publish(ctx, plb); err != nil {
return fmt.Errorf("failed to enqueue: %w", err)
}
return nil
}
func (wf *Workflow) prepublishTile(ctx context.Context, tile common.Tile, prevTile *common.Tile, refID *int) ([]byte, error) {
tileToProcess := common.TileToProcess{
Tile: tile,
}
// Define previous tile
if prevTile != nil {
tileToProcess.Previous = *prevTile
}
// Load reference tile
if refID != nil {
tile, _, err := wf.Tile(ctx, *refID, true)
if err != nil {
return nil, fmt.Errorf("prepublishTile.%w", err)
}
tileToProcess.Reference = tile.Tile
}
// Marshal
plb, err := json.Marshal(tileToProcess)
if err != nil {
return nil, fmt.Errorf("prepublishTile.Message: %w", err)
}
return plb, nil
}